Program, method, and system of transmitting or receiving message

ABSTRACT

A controller receives a message from a first user terminal of user terminals belonging to a chat group. In a case where the type of the message is of a normal message, the controller transmits the message to each of the user terminals. In a case where the type of the message is selection of the game icon, the controller generates a game message according to logic corresponding to the game icon and transmits the game message to each of the user terminals.

RELATED APPLICATIONS

This application is a continuation of U.S. application Ser. No.17/104,882, filed Nov. 25, 2020, which is a continuation of U.S.application Ser. No. 16/803,297, filed Feb. 27, 2020, now U.S. Pat. No.10,881,950, issued Jan. 5, 2021, which is a continuation of U.S.application Ser. No. 16/507,856, filed Jul. 10, 2019, now U.S. Pat. No.10,610,771, issued Apr. 7, 2020, which is a continuation of U.S.application Ser. No. 14/446,002, filed Jul. 29, 2014, now U.S. Pat. No.10,391,388, issued Aug. 27, 2019, which claims the benefit of JapanesePatent Application No. 2013-157971, filed Jul. 30, 2013. The entirecontents of all of the above-noted documents are incorporated herein byreference.

BACKGROUND OF THE INVENTION

The present invention relates to a technology in which messages aretransmitted or received using an information processing terminal.

In recent years, there have been provided chat services, in whichcomputer terminals such as smart phones are used (for example, “Tellit.”which is provided through Google Play™ and iTunes® by GREE, Inc: URL:https://play.google.com/store/apps/details?id=net.gree.android.app.messenger&hl=ja,URL: https://itunes.apple.com/app/id581075146).

In a chat service, users communicate messages to each other in realtime. In detail, a user converses with other users registered in a groupby exchanging messages, that is, does chatting. In such a chat service,the users converse with each other using texts or designed illustrationscalled “stickers.”

Further, various types of content (for example, games) are providedthrough a network. A part of such content can be shared with a pluralityof users. For example, in a game such as a social game in which aplurality of users can participate, a user can play a match againstother users or play the game in cooperation with each other (See, e.g.,Japanese Laid-Open Patent Publication No. 2013-94304).

In a chat according to the conventional art, a user's input text orselected sticker is displayed on a timeline view of the terminals of allparticipants in the chat in the order of sending. In this case, themessages can be output to the terminals just as a user's intention. Onthe other hand, however, it is difficult to perform a variedcommunication. Further, pauses in face-to-face communications can befilled by adding time-killing elements and game elements to thecommunication. Even in this case, it is difficult to achieve a smoothcommunication only by transmitting a given text or sticker in the chat.

In order to improve communication, a game application can be usedtogether with a communication correspondent. In this case, however, theuser needs to log out of the chat. That is, it is necessary to stop thechat on a chat application and use a game application other than thechat application. For this reason, it is difficult for the user to usethe game application without terminating the chat.

SUMMARY OF THE INVENTION

Accordingly, it is an objective of the invention is to provide aprogram, a method, and a system of communicating a message in order toachieve variety of communication in chatting.

To achieve the foregoing objective and in accordance with one aspect ofthe present invention, a non-transitory computer-readable medium isprovided that stores a program for executing a method. A controllerreceives a message from a first user terminal of user terminalsbelonging to a chat group. If the type of the received message is of anormal message, the controller transmits the message to each of the userterminals belonging to the chat group. If the type of the receivedmessage is a selection of the game icon, the controller generates a gamemessage according to a game logic corresponding to the game icon, andtransmit the generated game message to each of the user terminalsbelonging to the chat group.

In accordance with another aspect, a method is provided. A controllerreceives a message from a first user terminal of user terminalsbelonging to a chat group. When the type of the received message is of anormal message, the controller transmits the message to each of the userterminals belonging to the chat group. When the type of the receivedmessage is selection of the game icon, the controller generates a gamemessage according to a game logic corresponding to the game icon, andtransmits the generated game message to each of the user terminalsbelonging to the chat group.

In still another aspect, a system is provided. The system includes acontroller. The controller receives a message from first user terminalof user terminals belonging to a chat group. When the type of thereceived message is of a normal message, the controller transmits themessage to each of the user terminals belonging to the chat group. Whenthe type of the received message is selection of the game icon, thecontroller generates a game message according to a game logiccorresponding to the game icon, and transmits the generated game messageto each of the user terminals belonging to the chat group.

Other aspects and advantages of the invention will become apparent fromthe following description, taken in conjunction with the accompanyingdrawings, illustrating by way of example the principles of theinvention.

BRIEF DESCRIPTION OF THE DRAWINGS

The invention, together with objects and advantages thereof, may best beunderstood by reference to the following description of the presentlypreferred embodiments together with the accompanying drawings in which:

FIG. 1 is a diagram schematically illustrating a system according to oneembodiment;

FIG. 2 is a diagram for describing a procedure of the system of FIG. 1according to a first embodiment;

FIG. 3 is a diagram for describing exemplary views in the procedure ofFIG. 2;

FIG. 4 is a diagram for describing a procedure of the system of FIG. 1according to a second embodiment;

FIG. 5 is a diagram for describing exemplary views in the procedure ofFIG. 4;

FIG. 6 is a diagram for describing exemplary views in the procedure ofFIG. 4;

FIG. 7 is a diagram for describing a procedure of the system of FIG. 1according to a third embodiment;

FIG. 8 is a diagram for describing exemplary views in the procedure ofFIG. 7;

FIG. 9 is a diagram for describing exemplary views in the procedure ofFIG. 7;

FIG. 10 is a diagram for describing exemplary views according to anotherembodiment;

FIG. 11 is a diagram for describing exemplary views according to anotherembodiment;

FIG. 12 is a diagram for describing exemplary views according to anotherembodiment;

FIG. 13 is a diagram for describing exemplary views according to anotherembodiment;

FIG. 14 is a diagram for describing exemplary views according to anotherembodiment;

FIG. 15 is a diagram for describing a procedure of the system of FIG. 1according to a fourth embodiment;

FIG. 16 is a diagram for describing exemplary views in the procedure ofFIG. 15;

FIG. 17 is a diagram for describing exemplary views in the procedure ofFIG. 15;

FIG. 18 is a diagram for describing a procedure of the system of FIG. 1according to a fifth embodiment;

FIG. 19 is a diagram for describing exemplary views in the procedure ofFIG. 18;

FIG. 20 is a diagram for describing exemplary views in the procedure ofFIG. 18;

FIG. 21 is a diagram for describing a procedure of the system of FIG. 1according to a sixth embodiment;

FIG. 22 is a diagram for describing exemplary views in the procedure ofFIG. 21;

FIG. 23 is a diagram for describing exemplary views in the procedure ofFIG. 21; and

FIG. 24 is a diagram for describing exemplary views in the procedure ofFIG. 21.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Hereinafter, a first embodiment of a system which communicates a messagewill be described with reference to FIGS. 1 to 3. In the embodiment,there is provided a game icon that outputs messages (stickers) in a chatservice of transmitting/receiving the messages between a plurality ofusers (terminals). The display mode of the message varies depending onthe situation.

As illustrated in FIG. 1, user terminals 10 and a chat server 20 areused in the system according to the embodiment. The user terminals 10and the chat server 20 are connected through a network such as theInternet.

The user terminal 10 is a computer terminal (an information processingterminal such as a smart phone) of a user who uses the chat service. Ina case where the user uses the chat service for the first time, the useraccesses the chat server 20 using the user terminal 10, downloads a chatapplication program into the user terminal 10, and installs the programin the user terminal 10.

The user terminal 10 includes a controller provided with a CPU, a RAM, aROM and the like, a memory for storing data, and an input/output unitfor various types of information. The controller executes the chatapplication program to serve as a chat section 11. In the embodiment, atouch panel display is used as the input/output unit.

The chat section 11 serves as a message processing section. The chatsection 11 includes a chat view section 111, a chat destinationmanagement section 112, and a message storage section 113.

The chat view section 111 outputs a message, which is transmitted orreceived in the chat service, to a timeline view, which is displayed onthe touch panel display. The chat view section 111 includes atransmission processing unit and a reception processing unit. Thetransmission processing unit displays a message input through the touchpanel display as a comment of the user of the user terminal 10 (that is,the message is displayed as a user's own comment), and transmits themessage to the chat server 20. The reception processing unit outputs amessage received from the chat server 20 to the touch panel display as acomment of the user of another user terminal. Each user terminal 10 isconnected to the chat server 20 through a chat socket. By the chatsocket, the information update is reflected in real time, and sharedbetween the respective user terminals 10.

The chat destination management section 112 records information relatingto a chat group to which the user terminal 10 and the user belong, and acontact destination, which is designated in the user terminal 10. Theuser of the user terminal 10 can transmit/receive a message between aparticipating user and a contact destination user of the chat group. Themessage storage section 113 records messages that aretransmitted/received using the chat service.

The chat server 20 is a computer system that provides the chat serviceto the user terminals 10 and manages the chat service. The chat server20 includes a chat management section 21 provided with a CPU, a RAM, aROM and the like, a user management section 22, a message storagesection 23, and a logic storage section 24.

The chat management section 21 serves as a message processing section,and includes a message management section 211 and a game managementsection 212. The message management section 211 receives a message fromeach user terminal 10, and records the message in the message storagesection 23. The message management section 211 transmits the message tothe other user terminals 10 that belong to the chat group.

In a case where a game icon is selected in one user terminal 10belonging to the chat group, the game management section 212 extractsgame logic corresponding to the game icon from the logic storage section24. The game management section 212 transmits a message (a game message)corresponding to the extracted game logic to the other user terminals 10belonging to the chat group. The game management section 212 holds agame management table for managing the development of the game. The gamemanagement table temporarily stores data relating to an icon ID, a chatgroup ID, an entry period, a user ID, an entry attribute, and an entrystate. In a case where an entry responding process corresponding to thegame icon has ended, the game management table is deleted.

In a data area of the icon ID, data relating to an identifier foridentifying the selected game icon is recorded. In a data area of a chatgroup ID, data relating to the identifier for identifying the chat groupto which the user terminal of the user who selects the game icon belongsis recorded. In a data area of an entry period, data relating to aperiod during which each user who belongs to the chat group is allowedto gain entry is recorded. In a data area of the user ID, data relatingto the identifier for identifying each user who belongs to the chatgroup is recorded. In a data area of an entry attribute, data relatingto an entry condition (for example, an order of entries and the like) ofthe users who belong to the chat group is recorded. In a data area ofthe entry state, data relating to an entry state (for example, thepresence or absence of an entry, the number of times of entries, acontent of entry, and the like) is recorded.

The user management section 22 manages information relating to the usersof the chat service and the chat group. The message storage section 23records the message received from each user terminal 10 in associationwith information on a sender and information on the chat group. Thelogic storage section 24 stores game logic that is used to generateoutput content in correspondence with the game icon. The logic storagesection 24 records the game logic for generating the output content inassociation with the icon ID for identifying the game icon. In the gamelogic, a method of developing the game, sticker candidates to be output,end conditions of the game and the like are recorded. In a case wherethe entry period is set in the game, the logic storage section 24records an entry allowable period in association with the icon ID.

In a case where a user terminal 10 belonging to the chat group is inoffline, the chat server 20 transmits a push notification to the userterminal 10. The user terminal 10 can be urged to activate the chatapplication by the push notification.

Next, the outline of a processing flow in the chat server 20 will bedescribed with reference to FIG. 2. In the depicted example, it isassumed that users A, B. and C who belong to the same chat group play acoin toss game. First, the chat management section 21 of the chat server20 performs a message reception process (Step S1-1). Specifically, themessage management section 211 receives a message from the user terminal10. In the message, the chat group ID, the user ID, a text, or the iconID, which identifies the selected icon (sticker), is included.

Next, the chat management section 21 performs a determination process onwhether the game icon has been selected in the user terminal 10 (StepS1-2). Specifically, the message management section 211 determines thetype of the message received from the user terminal 10. In a case wherethe message includes the icon ID recorded in the logic storage section24, that is, a case where the icon ID is received from the user terminal10, the message management section 211 determines that the type of themessage is selection of the game icon.

In a case where it is determined that the type of the message is not theselection of the game icon (“NO” in Step S1-2), the chat managementsection 21 performs a message registration process (Step S1-3).Specifically, the message management section 211 records the messagereceived from the user terminal 10 in the message storage section 23 inassociation with the chat group ID and the user ID of the sender.

Next, the chat management section 21 performs a message display process(Step S1-4). Specifically, the message management section 211 displaysthe message on the timeline view, which is output to the touch paneldisplay of the other user terminals 10 belonging to the chat group ofthe chat group ID.

As illustrated in FIG. 3, a case where the user A proposes the coin tossgame will be discussed. In this case, each user transmits a messageexpressing each user's own prediction. For example, the user A transmitsa message of “Heads”, and the user B transmits a message of “Tails”. Itis assumed that the user C does not participate in the game and thus notgive a prediction. In this case, views 501, 502, and 503 are output inthe touch panel displays of the user terminals 10 of the users A to C,respectively.

In the touch panel display of the user terminal 10 of the user A, anicon menu M1 for using the game icon is output. In the icon menu M1,various icons available in the chat are included. The user A selects agame icon A1 of “Coin Toss” among these icons.

In a case where it is determined that the game icon has been selected(“YES” in Step S1-2), the chat management section 21 performs a randomselection process (Step S1-5). Specifically, the message managementsection 211 leaves the process to the game management section 212. Inthis case, the game management section 212 acquires a game logicassociated with the icon ID of the selected game icon from the logicstorage section 24. The game management section 212 determines a stickerto be displayed based on the acquired game logic. In this case, thesticker (the game message) determined by the game management section 212is recorded in the message storage section 23 in association with thechat group ID and the user ID of the sender.

Next, the chat management section 21 performs a result display process(Step S1-6). Specifically, the game management section 212 displays thegame message recorded in the message storage section 23 on the timelineview of the other user terminals 10 belonging to the chat group.

In a case where the game in progress is of “Coin Toss”, the gamemanagement section 212 randomly selects one of two sticker candidates,that is, “Heads” and “Tails”. In detail, the game management section 212generates a random value based on the game logic recorded in the logicstorage section 24, and selects one of “Heads” and “Tails” according tothe random value. Herein, it is assumed that “Heads” has been selected.

In this case, as illustrated in FIG. 3, views 505, 506, and 507 areoutput to the touch panel displays of the user terminals 10 of the usersA to C, respectively. In each of the views 505, 506, and 507, a randomlyselected sticker B1 (herein, the sticker showing “Heads”) is output asthe game message.

According to the first embodiment, the following advantages may beachieved:

-   -   (1) The chat management section 21 serves as a message        processing section, and includes the message management section        211 and the game management section 212. In a case where it is        detected that the game icon has been selected in one user        terminal 10, the game management section 212 extracts the game        logic corresponding to the game icon from the logic storage        section 24. The game management section 212 transmits a message        according to the extracted game logic to the other user        terminals 10 belonging to the chat group. Therefore, it makes it        possible for users to communicate using expressive messages such        as input texts or designated icons of the users. It is possible        to smoothly communicate using various messages generated        according to the game logic. For example, stickers having game        elements and unexpected messages are output, and thus a variety        of communications is achieved.    -   (2) The game management section 212 generates the random value        based on the game logic recorded in the logic storage section        24, and selects the sticker according to the random value.        Therefore, it is possible to communicate using messages that are        randomly changed. Since the stickers are selected by a fortuity        element, it is possible to play the game using the elements or        to offer a topic of the communication.

In addition, the first embodiment may be modified. For example, in thefirst embodiment as described above, three users play a coin toss gamein association with two sticker candidates, but the number of users andthe number of sticker candidates are not limited thereto.

A second embodiment will now be described with reference to FIGS. 4 to6. The second embodiment is different from the first embodiment in thatthe game logic is changed. For brevity, the details of the same portionsas those of the first embodiment will not be repeated. Herein, theoutline of an entry processing flow will be described. Specifically, itis assumed that the users A, B, and C who belong to the same chat groupparticipate in a game and determine the order using dice.

As illustrated in FIG. 4, first, the chat management section 21 performsthe message reception process similarly to Step S1-1 (Step S2-1). Next,similarly to Step S1-2, the chat management section 21 performs thedetermination process on whether the game icon has been selected (StepS2-2). Herein, similarly to Step S1-3, in a case where it is determinedthat the type of the message is not the selection of the game icon (“NO”in Step S2-2), the chat management section 21 performs a messageregistration process (Step S2-3). Next, similarly to Step S1-4, the chatmanagement section 21 performs the message display process (Step S2-4).The chat management section 21 returns to the message reception process(Step S2-1).

Herein, as illustrated in FIG. 5, it is assumed that the user A proposesa dice game. In this case, views 511, 512, and 513 are output in thetouch panel displays of the user terminals 10 of the users A to C,respectively. In the touch panel display of the user terminal 10 of theuser A, an icon menu M1 for using the game icon is output. The user Aselects a game icon A2 of “Dice.”

In a case where it is determined that the game icon has been selected(“YES” in Step S2-2), the chat management section 21 performs the entrycorrespondence process. Herein, first, the chat management section 21performs an entry waiting process for another user (Step S2-5).Specifically, the game management section 212 acquires the user ID of auser who belongs to the chat group in chatting from the user managementsection 22. Next, in a case where the entry allowable period associatedwith the selected icon ID is recorded in the logic storage section 24,the game management section 212 adds a time corresponding to the entryallowable period to a time at which the game icon is selected, therebycalculating an entry period corresponding to the time at which the entryacceptance ends. Next, the game management section 212 generates andstores a game management table. The entry period is recorded in the gamemanagement table in association with the icon ID and the chat group ID.The game management section 212 waits for entries from other userterminals 10 belonging to the chat group. In addition, in a case wherethe entry allowable period is not limited, such as a case where theentry allowable period is not recorded in the logic storage section 24,the game management section 212 sets the entry period in the gamemanagement table to a blank.

Herein, as illustrated in FIG. 5, views 515, 516, and 517 are output inthe touch panel displays of the user terminals 10 of the users A to C,respectively. In this case, a message 518 of “Waiting for entry” isdisplayed on the touch panel displays of the user terminals 10 of theusers B and C before the entry.

Next, the chat management section 21 performs an entry reception process(Step S2-6). Specifically, in a case where an entry is performed in theuser terminal 10 of another user who belongs to the chat group, the userterminal 10 transmits an entry message to the chat server 20. The entrymessage includes information relating to the sender's user ID, the chatgroup ID, and the icon ID. When receiving an entry from the userterminal 10 of another user who belongs to the chat group, the gamemanagement section 212 records an entry state in the game managementtable in association with the sender's user ID and the chat group ID.

Next, the chat management section 21 performs the random selectionprocess on the received entry (Step S2-7). Specifically, the gamemanagement section 212 determines a sticker to be displayed among thesticker candidates according to the game logic registered in the logicstorage section 24 based on the entry state recorded in the gamemanagement table. Herein, the game management section 212 generates arandom value, and selects a sticker according to the random value. Thegame management section 212 records the selected sticker in a data areaof the entry state of the game management table in association with theuser ID.

The chat management section 21 performs the message display process(Step S2-8). Specifically, the game management section 212 registers theselected sticker in the message storage section 23 as a game message.The game management section 212 outputs the selected sticker in thetouch panel display of each user terminal 10.

Next, the chat management section 21 performs the determination processon whether all the users have completed the entries (Step S2-9).Specifically, the game management section 212 determines whether theentries have been received from all the users who belong to the chatgroup with reference to the game management table. In a case where it isdetermined that any one of the users has not completed the entry (“NO”in Step S2-9), the chat management section 21 returns to the entrywaiting process (Step S2-5).

In addition, in a case where the entry period is recorded in the gamemanagement table, the chat management section 21 monitors the end of theentry period capable of allowing the entry acceptance, in the entrywaiting process (Step S2-5). Specifically, the game management section212 acquires the current time, and compares the current time with theentry period in the game management table. In a case where the currenttime exceeds the entry period, it is determined that the entry periodhas ended. In this case, the chat management section 21 skips theprocesses of Steps S2-6 to S2-9.

In a case where it is determined that the entry period has ended (StepS2-5) or all the users have completed the entries (“YES” in Step S2-9),the chat management section 21 performs the result display process (StepS2-10). Specifically, the game management section 212 displays a stickeras a result of a random selection corresponding to each entry. The chatmanagement section 21 ends the entry responding process.

Herein, as illustrated in FIG. 6, views 521, 522, 523 are output in thetouch panel displays of the user terminals 10 of the users A to C,respectively. In this case, the ranks are determined according to themagnitude of the number displayed on the dice. The user terminals 10 ofthe users A to C start to play the game as illustrated in views 525,526, and 527 in the order according to the determined ranks.

According to the second embodiment, the following advantages areachieved in addition to the above advantages (1) and (2).

-   -   (3) The chat management section 21 performs the entry waiting        process (Step S2-5) and the entry reception process (Step S2-6).        The chat management section 21 performs the random selection        process on the received entry (Step S2-7). Therefore, it is        possible to make communication according to the entry states        (for example, the order of entries) of the user terminals        belonging to the chat group. A message that contains a game        element can be output according to the entry states of the users        belonging to the chat group. For example, when the users shift        from the chat application to another application such as a        full-fledged game, the order of players is determined in the        chat communication, so that the game can be played using the        order.    -   (4) In a case where the entry period is recorded in the game        management table, the chat management section 21 monitors the        end of the entry period in the entry waiting process (Step        S2-5). Therefore, it is possible to end the entry responding        process under a predetermined condition. For example, it is        possible to recruit users hoping to participate in the game        during a predetermined period.    -   (5) The chat management section 21 performs the random selection        process on the received entry (Step S2-7), and performs the        message display process (Step S2-8).

Therefore, each user can confirm the result according to its own entryat once. In addition, the second embodiment may be modified. Forexample, in the second embodiment as described above, three users playthe dice game, but the number of users and the shape of the sticker arenot limited thereto. Further, the chat management section 21 performsthe random selection process on the received entry (Step S2-7). Herein,the chat management section 21 may select the sticker candidates basedon the timing of the entry. For example, in a case where the game iconis selected, consecutive numerical values are automatically generated,and a numerical value generated at the timing of the entry may be used.Moreover, in the second embodiment, the entry period is set based on thegame logic, which is recorded in the logic storage section 24. Themethod of setting the entry period is not limited to the above method.For example, the user (herein, the user A), who proposes the game, mayset a desired time as the entry period. In this case, when the game iconis selected in the user terminal 10 of the user A, the chat managementsection 21 urges the user terminal 10 to input the entry allowableperiod, and the entry period is set using the input entry allowableperiod.

Next, a third embodiment will be described with reference to FIGS. 7 to9. The third embodiment is different from the first and secondembodiments only in that the game logic is changed. For purposes ofbrevity, the details of the same portions as those of the first andsecond embodiments will not repeated. Herein, the outline of an entryprocessing flow will be described. Specifically, it is assumed that theusers A, B, and C who belong to the same chat group play arock-paper-scissors game.

As illustrated in FIG. 7, first, the chat management section 21 performsthe message reception process similarly to Step S1-1 (Step S3-1). Next,similarly to Step S1-2, the chat management section 21 performs thedetermination process on whether the game icon has been selected (StepS3-2). Herein, similarly to Step S1-3, in a case where it is determinedthat the type of the message is not the selection of the game icon (“NO”in Step S3-2), the chat management section 21 performs a messageregistration process (Step S3-3). Next, similarly to Step S1-4, the chatmanagement section 21 performs the message display process (Step S3-4).The chat management section 21 returns to the message reception process(Step S3-1).

Herein, as illustrated in FIG. 8, it is assumed that the user A proposesthe rock-paper-scissors game. In this case, views 531, 532, and 533 areoutput in the touch panel displays of the user terminals 10 of the usersA to C, respectively.

In the touch panel display of the user terminal 10 of the user A, anicon menu M1 for using the game icon is output. The user A selects agame icon A3 of “rock-paper-scissors game.” In a case where it isdetermined that the game icon has been selected (“YES” in Step S3-2),the chat management section 21 performs the entry responding process.Herein, similarly to Step S2-5, the chat management section 21 performsan entry waiting process for other users (Step S3-5).

Herein, as illustrated in FIG. 8, views 535, 536, and 537 are output inthe touch panel displays of the user terminals 10 of the users A to C,respectively. In this case, a message 538 of “Waiting for entry” isdisplayed on the touch panel displays of the user terminals 10 of theusers B and C before the entry. Next, similarly to Step S2-6, the chatmanagement section 21 performs the entry reception process (Step S3-6).

As illustrated in FIG. 9, in a case where the entry is performed in theuser terminal 10 of the user B, views 541, 542, and 543 are output inthe touch panel displays of the user terminals 10 of the users A to C,respectively. Herein, a message 544 of “Waiting for entry” is displayedonly on the touch panel display of the user terminal 10 of the user Cbefore the entry.

Next, similarly to Step S2-9, the chat management section 21 performsthe determination process on whether all the users have completed theentries (Step S3-7). In a case where it is determined that any one ofthe users has not completed the entry (“NO” in Step S3-7), the chatmanagement section 21 returns to the entry waiting process (Step S3-5).In addition, similarly to Step S2-5, in a case where the entry period isrecorded in the game management table, the chat management section 21monitors the end of the entry period in the entry waiting process (StepS3-5). In a case where it is determined that the entry period has ended(Step S3-5) or all the users have completed the entries (“YES” in StepS3-7), the chat management section 21 performs the random selectionprocess on each received entry (Step S3-8). Specifically, the gamemanagement section 212 determines a sticker among sticker candidatesaccording to the entry state recorded in the game management table basedon the game logic recorded in the logic storage section 24. Herein, thegame management section 212 generates a random value, and selects asticker according to the random value. Next, similarly to Step S2-10,the chat management section 21 performs the result display process (StepS3-9). Herein, as illustrated in FIG. 9, views 545, 546, and 547 areoutput in the touch panel displays of the user terminals 10 of the usersA to C, respectively. In this case, the win-loss outcome is determinedby a result of the rock-paper-scissors game.

According to the third embodiment, the following advantages are achievedin addition to the above advantages (1) to (4):

-   -   (6) In a case where it is determined that the entry period has        ended (Step S3-5) or all the users have completed the entries        (“YES” in Step S3-7), the chat management section 21 performs        the random selection process on each received entry (Step S3-8).        Therefore, the respective users can confirm the result according        to the entry at the same time.

In addition, the third embodiment may be modified. The processing flowof the third embodiment can be applied to other games (for example, aslot machine game). In this case, as illustrated in FIG. 10, views 551,552, and 553 are output in the touch panel displays of the userterminals 10 of the users A to C, respectively. The icon menu M1 isoutput in the touch panel display of the user terminal 10 of the user A.The user A selects a game icon A4 of “Slot machine.” In a case where itis determined that the entry period has ended (Step S3-5) or all theusers have completed the entries (“YES” in Step S3-7), the chatmanagement section 21 performs the random selection process on thereceived entry (Step S3-8), and performs the result display process(Step S3-9). Specifically, the game management section 212 determines asticker to be displayed among sticker candidates according to the entrystate recorded in the game management table based on the game logicrecorded in the logic storage section 24. Herein, the game managementsection 212 generates a plurality of random values, and selects asticker according to a combination of the plurality of the randomvalues. Views 555, 556, and 557 are output in the touch panel displaysof the user terminals 10 of the users A to C, respectively.

Even in this case, the respective users can confirm the result accordingto the entry at the same time. Furthermore, compared to the case of therock-paper-scissors game, since there are a lot of availablecombinations of the sticker candidates and various stickers can beoutput, it is possible to efficiently determine the win-loss outcome.

The entry processing flow of the third embodiment can be applied to agame (for example, a roulette game) in which the user predicts a resultaccording to its own entry and designates a predicted result. In thiscase, as illustrated in FIG. 11, views 561, 562, and 563 are output inthe touch panel displays of the user terminals 10 of the users A to C,respectively. In the touch panel display of the user terminal 10 of theuser A, an icon menu M1 is output. The user A selects a game icon A5 of“Roulette.” In this case, in the entry waiting process (Step S3-5),views 565, 566, and 567 are output in the touch panel displays of theuser terminals 10 of the users A to C, respectively. The user designatesits own predicted result (black or red) in advance using these views.Furthermore, as illustrated in FIG. 12, views 571, 572, and 573 areoutput in the touch panel displays of the user terminals 10 of the usersA to C, respectively. The user designates its own predicted result(number) in advance using these views. In this case, the game managementsection 212 records the content of entry (herein, the predicted resultof color and number) input in the user terminal 10 in the data area ofthe entry state of the game management table.

In a case where it is determined that the entry period has ended (StepS3-5) or all the users have completed the entries (“YES” in Step S3-7),the chat management section 21 performs the random selection process oneach received entry (Step S3-8), and performs the result display process(Step S3-9). In this example, the game management section 212 selects asticker according to a combination of randomly-generated color andnumber from among the sticker candidates based on the game logicrecorded in the logic storage section 24. Views 575, 576, and 577 areoutput in the touch panel displays of the user terminals 10 of the usersA to C, respectively. Even in this case, the respective users canconfirm the result according to the entry at the same time. Furthermore,it is possible to determine the win-loss outcome using the user's ownpredicted result.

The entry processing flow of the third embodiment can also be applied toa game (for example, a lottery) in which wishes of the users arecollected and one of the wishes is selected. In this case, asillustrated in FIG. 13, views 581, 582, and 583 are output in the touchpanel displays of the user terminals 10 of the users A to C,respectively. The icon menu M1 is output in the touch panel display ofthe user terminal 10 of the user A. The user A selects a game icon A6 of“arbitrary lottery.” In this case, in the entry waiting process (StepS3-5), views 585, 586, and 587 are output in the touch panel displays ofthe user terminals 10 of the users A to C, respectively. In this case,for the users' wishes, a message 588 of “Waiting for entry” is displayedon the touch panel displays of the user terminals 10 of the users A, B,and C before the entry. In this example, the user A who selects the gameicon A6 also gains entry for their own wish.

As illustrated in FIG. 14, each user inputs a wish using the userterminal 10. In this example, each user inputs a wish using a chatmessage such as a normal text message. In this case, the game managementsection 212 records the content of entries (Chinese a, French b, andItalian c) input through the chat messages in the data area of the entrystate of the game management table. As a result, views 591, 592, and 593are output in the touch panel displays of the user terminals 10 of theusers A to C.

In a case where it is determined that the entry period has ended (StepS3-5) or all the users have completed the entries (“YES” in Step S3-7),the chat management section 21 performs the random selection process oneach received entry (Step S3-8), and performs the result display process(Step S3-9). In this example, the game management section 212 randomlyselects (that is, draws) any content of entry from the content ofentries (Chinese a, French b, Italian c) recorded in the data area ofthe entry state of the game management table based on the game logicrecorded in the logic storage section 24. In this example, it is assumedthat “Chinese a” is drawn. Views 595, 596, and 597 are output in thetouch panel displays of the user terminals 10 of the users A to C,respectively. In each view, a lottery result 598 is displayed.

Therefore, it is possible to narrow the plurality of candidates proposedby the users down to an arbitrary candidate. For example, even in a casewhere the plurality of proposed candidates is difficult to be narrowed,it is possible to perform the narrowing as if it were a game.

Of course, the number of participating users and the shape of thesticker of the third embodiment are not limited to the above describedconfiguration.

Next, a fourth embodiment will be described with reference to FIGS. 15to 17. The fourth embodiment is different from the first and secondembodiments only in that the game logic is changed. For purposes ofbrevity, the details of the same portions as those of the first andsecond embodiments will not be repeated. In this example, the outline ofa turn processing flow will be described. It is assumed that the users Aand B who belong to the same chat group play a game alternately (inturn).

As illustrated in FIG. 15, first, the chat management section 21performs the message reception process similarly to Step S1-1 (StepS4-1). Next, similarly to Step S1-2, the chat management section 21performs the determination process on whether the game icon has beenselected (Step S4-2). Similarly to Step S1-3, in a case where it isdetermined that the type of the message is not the selection of the gameicon (“NO” in Step S4-2), the chat management section 21 performs amessage registration process (Step S4-3). Next, similarly to Step S1-4,the chat management section 21 performs the message display process(Step S4-4). The chat management section 21 returns to the messagereception process (Step S4-1).

In this example, as illustrated in FIG. 16, it is assumed that the userA proposes the turn-based game. In this case, views 601, 602, and 603are output in the touch panel displays of the user terminals 10 of theusers A to C, respectively.

In the touch panel display of the user terminal 10 of the user A, anicon menu M1 for using the game icon is output. The user A selects agame icon A7 of “Dynamite” of the turn-based game. In a case where it isdetermined that the game icon has been selected (“YES” in Step S4-2),the chat management section 21 performs the entry responding process. Inthis example, first, the chat management section 21 performs a decisionprocess for the order of entries of the participating user (Step S4-5).Specifically, the game management section 212 acquires the user IDs ofthe users who belong to the chat group in chatting from the usermanagement section 22. Next, the game management section 212 generatesand stores the game management table. In the game management table, theentry period is recorded in association with the icon ID and the chatgroup ID. The game management section 212 randomly determines the orderof entries for the users who belong to the chat group. The gamemanagement section 212 records the determined order of entries in thedata area of the entry attribute of the game management table. In theembodiment, the order of entries is an order of the users A, B, and C.Further, the game management section 212 records the number of times ofentries (the initial value is “0”) in the data area of the entry stateof the game management table.

Next, the chat management section 21 performs the entry waiting processfor the user of the next order (Step S4-6). Specifically, the gamemanagement section 212 identifies the user having the earliest orderamong the users having the smallest number of entries recorded in thecontent of entry of the game management table. The game managementsection 212 outputs an entry waiting view to the user terminal 10 of theuser.

As illustrated in FIG. 16, in a case where the entry is detected in theuser terminal 10 of the user A, views 605, 606, and 607 are output inthe touch panel displays of the user terminals 10 of the users A to C,respectively. In this example, a message 608 of “Waiting for entry” isdisplayed on the touch panel display of the user terminal 10 of the userB in the rank next to the user A.

Next, the chat management section 21 performs the entry receptionprocess (Step S4-7). Specifically, in a case where the entry is receivedfrom the user terminal 10 the entry of which has been waited for, thegame management section 212 increases the number of times of entries ofthe data area of the entry state of the game management table.

Next, the chat management section 21 performs the random selectionprocess on the received entry (Step S4-8). Specifically, the gamemanagement section 212 determines a sticker to be displayed among thesticker candidates recorded in the logic storage section 24. In thisexample, the game management section 212 generates a random value, andselects a sticker according to the random value. The game managementsection 212 records the selected sticker in the game management table inassociation with the number of times of entries.

Next, the chat management section 21 performs the message displayprocess for displaying a randomly selected message (Step S4-9).Specifically, the game management section 212 registers the selectedsticker in the message storage section 23 as a game message. The gamemanagement section 212 outputs the selected sticker in the touch paneldisplay of each user terminal 10.

Next, the chat management section 21 performs the determination processon whether the content of entry matches with the end condition (StepS4-10). Specifically, the game management section 212 acquires the endcondition from the logic storage section 24. The game management section212 determines whether the content of entry recorded in the gamemanagement table matches with the end condition. In this example, it isassumed that the end condition is “End when the win-loss outcome isdetermined”. Further, since the win-loss outcome has not beendetermined, the content of entry does not match with the end condition.

In a case where the end condition is not matched (“NO” in Step S4-10),the chat management section 21 returns to the entry waiting process forthe user of the next order (Step S4-6).

As illustrated in FIG. 17, in a case where the entry is detected in theuser terminal 10 of the user B, views 611, 612, and 613 are output inthe touch panel displays of the user terminals 10 of the users A to C,respectively. In this example, a message 614 of “Waiting for entry” isdisplayed on the touch panel display of the user terminal 10 of the userC in the rank next to the user B.

In a case where the entry is received from the user terminal 10 of theuser C (Step S4-7), the game management section 212 performs the randomselection process on the received entry according to the game logicrecorded in the logic storage section 24 (Step S4-8). In this example,it is assumed that an “Explosion” sticker has been selected according tothe generated random value. In this case, the content of entry matcheswith the end condition.

In a case where it is determined that the content of entry matches withthe end condition (“YES” in Step S4-10), similarly to Step S2-10, thechat management section 21 performs the result display process (StepS4-11). In this case, views 615, 616, and 617 are output in the touchpanel displays of the user terminals 10 of the users A to C,respectively. The chat management section 21 ends the entry respondingprocess. In this way, it is possible to play the game through the chatmessage.

According to the fourth embodiment, the following advantages areachieved in addition to the above advantages (1) to (5):

-   -   (7) The chat management section 21 performs the decision process        of the order of entries of the participating user (Step S4-5).        The chat management section 21 performs the entry waiting        process for the user of the next order (Step S4-6). Therefore,        it is possible to gain entry while determining the order.

In addition, the fourth embodiment may be modified. For example, in thefourth embodiment, the chat management section 21 performs the entrywaiting process for the user of the next order (Step S4-6). Herein, atime limit may be set in the entry waiting process. In this case, thechat management section 21 may perform the entry waiting process for theuser of the next order only for the time limit in Step S4-6. Further, ina case where the entry has not been received within the time limit, theuser may be determined as “Pass (skip of entry)” or “Dropping-out” fromthe game. In this case, the game management section 212 records thenumber of pass times and the dropping-out in the data area of the entrystate of the game management table in association with the user ID.

In the fourth embodiment, the chat management section 21 performs therandom selection process on the received entry (Step S4-8). Herein, thechat management section 21 may select a sticker candidate based ontiming of the entry. For example, in a case where the game icon has beenselected, the sticker candidates are sequentially selected, and thesticker candidate selected at timing of the entry may be used as thesticker.

Again, the number of participating users and the shape of the sticker ofthe above embodiment are not limited to the above configurations.

Next, a fifth embodiment will be described with reference to FIGS. 18 to20. The fifth embodiment is different from the first and secondembodiments only in that the game logic is changed. For purposes ofbrevity, the details of the same portions as those of the first andsecond embodiments will not be repeated. The outline of a time-limitedturn processing flow will be described. Specifically, it is assumed thatthe users A and B who belong to the same chat group play a game in whichthe match is determined by whether the entry is gained within apredetermined time (the timer limit).

Herein, as illustrated in FIG. 18, similarly to Step S1-1, the chatmanagement section 21 first performs the message reception process (StepS5-1).

Next, similarly to Step S1-2, the chat management section 21 performsthe determination process on whether the game icon has been selected(Step S5-2).

In this example, similarly to Step S1-3, in a case where it isdetermined that the type of the message is not the selection of the gameicon (“NO” in Step S5-2), the chat management section 21 performs amessage registration process (Step S5-3).

Next, similarly to Step S1-4, the chat management section 21 performsthe message display process (Step S5-4). The chat management section 21returns to the message reception process (Step S5-1).

As illustrated in FIG. 19, it is assumed that the user A proposes atimer game to the user B who has not logged in the chat (that is, anon-login user). In this case, views 621 and 622 are output in the touchpanel displays of the user terminals 10 of the users A and B,respectively. In this example, the view 622 is output as an initial menuview in the touch panel display of the user terminal 10 of the user B.

The icon menu M1 is output in the touch panel display of the userterminal 10 of the user A in order to use the game icon. The user Aselects a game icon A8 of “Timer”. In this case, the game managementsection 212 sets a short timer limit relative to the entry period. Inother words, the game management section 212 sets the timer limit suchthat the timer limit expires even before the entry period expires.

In a case where it is determined that the game icon has been selected(“YES” in Step S5-2), the chat management section 21 performs the entryresponding process. First, the chat management section 21 performs thedetermination process on whether there is a non-login user in the chatgroup (Step S5-5). Specifically, the game management section 212identifies a login state of each user who belongs to the chat group.

In a case where it is determined that there is a non-login user in thechat group (“YES” in Step S5-5), the chat management section 21 performsa push process (Step S5-6).

Specifically, the game management section 212 transmits a pushnotification to the user terminal 10 of the non-login user.

In this case, as illustrated in FIG. 19, views 625 and 626 are output inthe touch panel displays of the user terminals 10 of the users A and B,respectively. Herein, a push notification message 627 such as a dialogbox is displayed on the touch panel display of the user terminal 10 ofthe user B who has not logged in the chat. In the push notificationmessage 627, “Open” and “Close” buttons are included. When the “Close”button is selected in the user terminal 10 of the user B, the pushnotification message 627 is closed. On the other hand, when the “Open”button is selected, the user terminal 10 of the user B logs in the chat.

In addition, in a case where it is determined that all the users in thechat group have logged in, that is, there is no non-login user (“NO” inStep S5-5), the chat management section 21 skips the push process (StepS5-6).

Next, the chat management section 21 performs the entry waiting processfor another user (Step S5-7). The entry waiting process is performedusing the entry period apart from the timer limit.

Next, the chat management section 21 performs the entry receptionprocess similarly to Step S2-6 (Step S5-8).

In this example, as illustrated in FIG. 20, views 631 and 632 are outputin the touch panel displays of the user terminals 10 of the users A andB, respectively. The icon menu M1 is output in the touch panel displayof the user terminal 10 of the user B. The user B selects the game iconA8 of “Timer”.

Next, similarly to Step S2-9, the chat management section 21 performsthe determination process on whether all the users have completed theentries (Step S5-9).

In a case where it is determined that any one of the users has notgained entry (“NO” in Step S5-9), the chat management section 21 returnsto the entry waiting process (Step S5-7).

In a case where it is determined that the entry period has ended (StepS5-7) or all the users have completed the entries (“YES” in Step S5-9),the chat management section 21 performs the determination process onwhether there is an entry within the timer limit (Step S5-10).Specifically, the game management section 212 compares the time of entrywith the time corresponding to the timer limit.

In a case where it is determined that there is an entry within the timerlimit (“YES” in Step S5-10), the chat management section 21 performs theresult display process (Step S5-11). Specifically, the game managementsection 212 outputs a message indicating that there has been an entrywithin the timer limit in the touch panel displays of the user terminals10 of the users A and B.

In contrast, in a case where it is determined that there is no entrywithin the timer limit (“NO” in Step S5-10), the chat management section21 performs a timer-out display process (Step S5-12). Specifically, thegame management section 212 outputs a message indicating that the entryis not made within the timer limit in the touch panel displays of theuser terminals 10 of the users A and B. The chat management section 21ends the entry responding process.

As illustrated in FIG. 20, in a case where the chat management section21 determines that there is an entry within the timer limit (“YES” inStep S5-10), views 635 and 636 are output in the touch panel display ofthe user terminals 10 of the users A and B, respectively. In each view,a sticker 638 is displayed to indicate that the entry of the user B ismade within the timer limit. In a case where the chat management section21 determines that there is no entry within the timer limit (“NO” inStep S5-10), a view 637 is output in the touch panel display of the userterminal 10 of the user B. In the view, a sticker 639 is displayed toindicate that the entry of the user B is not made within the timerlimit. In this case, the sticker 639 is also displayed on the touchpanel display of the user terminal 10 of the user A instead of thesticker 638.

According to the fifth embodiment, the following advantages are achievedin addition to the above advantages (1), (3), (4), and (6):

-   -   (8) In a case where it is determined that there is a non-login        user in the chat group (“YES” in Step S5-5), the chat management        section 21 performs the push process (Step S5-6). Therefore, it        is possible to urge the non-login user to gain entry.    -   (9) The chat management section 21 performs the determination        process on whether there is an entry within the timer limit        (Step S5-10). The chat management section 21 changes an        outputting message according to whether there is an entry within        the timer limit (Steps S5-11 and S5-12). Therefore, it is        possible to achieve rapid communications.

In addition, the fifth embodiment may be modified. For example, in thefifth embodiment, the user selects the game icon A8 of “Timer.” In thiscase, the game management section 212 sets a shorter timer limit thanthe entry period. A method of setting the timer limit is not limited tothe above configuration. For example, the user (in this example, theuser A) who proposes the game may set a desired time as the timer limit.In this case, when the game icon is selected in the user terminal 10 ofthe user A, the chat management section 21 urges the user terminal 10 toinput a time, and sets the input time to the timer limit.

Further, in Step S5-10, the chat management section 21 may determinewhether there is an entry within the timer limit based on an elapsedtime since the login. In this case, the elapsed time since the user logsin is measured.

Next, a sixth embodiment will be described with reference to FIGS. 21 to24. The sixth embodiment is different from the first and secondembodiments only in that the game logic is changed. For purposes ofbrevity, the details of the same portions as those of the first andsecond embodiments will not be repeated. The outline of a processingflow of grouping the users in the chat group will be described.Specifically, it is assumed that four or more the users A, B, and Cbelonging to the same chat group are grouped into a plurality of groups(in this example, two groups).

As illustrated in FIG. 21, first, similarly to Step S1-1, the chatmanagement section 21 first performs the message reception process (StepS6-1). Next, similarly to Step S1-2, the chat management section 21performs the determination process on whether the game icon has beenselected (Step S6-2). Similarly to Step S1-3, in a case where it isdetermined that the type of the message is not the selection of the gameicon (“NO” in Step S6-2), the chat management section 21 performs amessage registration process (Step S6-3). Next, similarly to Step S1-4,the chat management section 21 performs the message display process(Step S6-4). The chat management section 21 returns to the messagereception process (Step S6-1).

In this example, as illustrated in FIG. 22, it is assumed the user Aproposes the grouping game. In this case, views 641, 642, and 643 areoutput in the touch panel displays of the user terminals 10 of the usersA, B, and C, who are part of the chat group, respectively.

In the touch panel display of the user terminal 10 of the user A, anicon menu M1 for using the game icon is output. The user A selects agame icon A9 of “Grouping.” In a case where it is determined that thegame icon has been selected (“YES” in Step S6-2), the chat managementsection 21 performs the entry responding process. Similarly to StepS2-5, the chat management section 21 first performs the entry waitingprocess for another user (Step S6-5).

As illustrated in FIG. 22, views 645, 646, and 647 are output in thetouch panel displays of the user terminals 10 of the users A to C,respectively. In this example, a standby message 648 is output in thetouch panel display of the user terminal 10 of another user who has notgained entry. The standby message 648 includes the time left until theentry period expires and buttons for selecting “Participation” and“Non-participation” with respect to the grouping.

Next, the chat management section 21 performs the entry receptionprocess similarly to Step S2-6 (Step S6-6). Specifically, the gamemanagement section 212 records “Participation” or “Non-participation”selected in association with the user ID in the game management table.

Next, similarly to Step S2-9, the chat management section 21 performsthe determination process on whether all the users have completed theentries (Step S6-7). In a case where it is determined that any one ofthe users has not gained entry (“NO” in Step S6-7), the chat managementsection 21 returns to the entry waiting process (Step S6-5).

Herein, as illustrated in FIG. 23, in a case where “Participation” isselected in the user terminal 10 of the user B, views 651, 652, and 653are output in the touch panel displays of the users A to C,respectively. Even in this case, a standby message 654 is output in thetouch panel display of the user terminal 10 of another user (in thisexample, the user C) who has not gained entry.

In a case where it is determined that the entry period has ended (StepS6-5) or all the users have completed the entries (“YES” in Step S6-7),the chat management section 21 performs the determination process onwhether it is possible to generate a group (Step S6-8). Specifically,the game management section 212 acquires the number of groups based onthe game logic recorded in the logic storage section 24. The gamemanagement section 212 acquires the number of user IDs associated with“Participation” with reference to the game management table, andcompares the number of users (the number of entries) expressing“Participation” with the number of groups. In a case where the number ofentries is equal to or larger than two times the number of groups, thechat management section 21 determines that it is possible to generate agroup.

In a case where it is determined that it is not possible to generate agroup due to an insufficient number of entries (“NO” in Step S6-8), thechat management section 21 performs an error message process (StepS6-9). Specifically, the game management section 212 outputs a messageindicating the fact that it is not possible to generate a group to eachuser terminal 10 which belongs to the chat group. The procedure returnsto the process of Step S6-1.

On the other hand, in a case where the number of entries is enough togenerate a group (“YES” in Step S6-8), the chat management section 21performs a grouping process (Step S6-10). Specifically, the gamemanagement section 212 identifies the user IDs recorded with“Participation” using the game management table. The game managementsection 212 divides the user IDs into groups as many as the number ofgroups. For example, a random value is assigned to each user ID, and theusers can be grouped in a descending order of the assigned randomvalues.

Next, the chat management section 21 performs the message displayprocess (Step S6-11). Specifically, the game management section 212outputs a message indicating the grouping result to each user terminal10. The chat management section 21 ends the entry responding process.

Herein, as illustrated in FIG. 23, views 655, 656, and 657 are output inthe touch panel display of the user terminals 10 of the users A to C,respectively. In each view, a message 658 indicating the grouping resultis displayed.

Next, the chat management section 21 performs a new group chat process(Step S6-12). Specifically, the game management section 212 generates anew chat group (sub-group) using the user IDs belonging to each group,and registers the new chat group in the user management section 22.

In this case, as illustrated in FIG. 24, view 661 and 662 are output inthe touch panel displays of the user terminals 10 of the users A and B,respectively. In addition, the user terminals 10 of the users C and Ewho do not belong to the sub-group are not allowed to read the messageof the users A and B.

Next, the chat management section 21 performs the message displayprocess (Step S6-13). Specifically, the game management section 212outputs the corresponding chat view (timeline view) to each sub-group.

In this case, as illustrated in FIG. 24, views 665 and 666 are output inthe touch panel displays of the user terminals 10 of the users A and B,respectively. In this example, a message is exchanged between the usersA and B.

According to the sixth embodiment, the following advantages are achievedin addition to the above advantages (1) to (4), and (6):

-   -   (10) In a case where it is determined that the entry period has        ended (Step S6-5) or all the users have completed the entries        (“YES” in Step S6-7), the chat management section 21 performs        the determination process on whether it is possible to generate        a group (Step S6-8). In a case where it is determined that it is        not possible to generate a group due to an insufficient number        of entries (“NO” in Step S6-8), the chat management section 21        performs an error message process (Step S6-9). Therefore, in a        case where the grouping is not performed, the chat can continue        in the original chat group.    -   (11) In a case where there are a number of entries enough to        generate a group (“YES” in Step S6-8), the chat management        section 21 performs a grouping process (Step S6-10). Therefore,        it is possible to efficiently perform the grouping while using        the chat.    -   (12) The chat management section 21 performs the new group chat        process (Step S6-12). Therefore, it is possible to make        communication for every sub-group, that is, independent of other        sub-groups.

In addition, the sixth embodiment may be modified. For example, in thesixth embodiment, the chat management section 21 performs the new groupchat process (Step S6-12). The use of the grouping result is not limitedto the generating of the new chat group. The grouping result is handedover to another game application so as to allow the game to be playedbetween the sub-groups.

In the sixth embodiment, the grouping is made into two groups, but thenumber of groups is not limited thereto.

1. A game control method comprising: transmitting, to terminals of a plurality of users, data for displaying at least one game icon for entry to a game; receiving data from a terminal of a first user indicating selection of the at least one game icon; in response to receiving the data from the terminal of the first user indicating selection of the game icon, transmitting, to a terminal of at least one second user other than the first user, data for displaying information in a chat screen to indicate a game information according to the game icon selected by the first user and to indicate entry to the game is possible; receiving data from the terminal of the at least one second user indicating entry to the game; in response to receiving information to indicate entry to the game from the terminal of the at least one second user, starting the game between the first user and the at least one second user; conducting the game according to the game icon selected by the first user; and transmitting, to the terminals of the first user and the at least one second user, data for displaying information of a content of the game, a result of the game, and information of users that joined the game. 